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Autor: JaW
Text: Antietanol - Jo, ale nebudou ty dialogy tak extrémně dumb, jak to bylo u Fo2.

Fallout Planet: The dialog system, something that you\'ve known a lot of success in games like Planescape: Torment, changed a bit from Fallout 3, can you explain us more on what changed and what remains untouched?

MCA: We added more skill checks for various skills (Barter, Explosives, Sneak, Guns), displayed the success values for skill checks, added some stupid-speak at points for low INT characters, and changed the text of the line if your skill isn\'t high enough (as an example: adding [Crappy Speech] \"uh... maybe... you\'d be making a mistake?\" vs. [Good Speech skill] \"You pull that trigger on someone that\'s got NCR\'s full support, you\'ll be making a mistake.\")

Torment\'s dialogue system is a scaled-down version of what was in Fallout 1, without the empathy perk and expanded alignment reactivity to compensate for D+D\'s alignment axis. There\'s not many other comparisons between Torment and Fallout aside from possibly companion depth in New Vegas and the quest solutions for different character builds, so I don\'t want to misrepresent either title by drawing any other comparisons between them. Torment owes a lot to Fallout, and not the other way around.
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